Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Official Unity plan pricing and packaging updates

Discussion in 'Announcements' started by LeonhardP, Aug 22, 2023.

Thread Status:
Not open for further replies.
  1. Ts1nd

    Ts1nd

    Joined:
    Jan 24, 2021
    Posts:
    84
    It's easy to find yourself in ridiculous scenario for some mobile games. For example:
    1. Have < 1m revenue and tens of millions of installs
    2. As your game getting closer to 1m revenue it's actually more profitable to remove the monetization to prevent it reaching 1m because if you reach it...
    3. You have to instantly pay millions to Unity as now you meet those 2 criteria

    That's ridiculous monetization strategy unheard of in any other service or platform. Monetization should always start from 0 and progress smoothly... going from 0 straight to millions is insanely stupid and impossible to manage or prepare for.
     
  2. krzychuwr1_unity

    krzychuwr1_unity

    Joined:
    Jul 28, 2019
    Posts:
    13
    VR industry is having a hard time already as it is, now with Unity destroying developers trust I think VR as a whole could be affected pretty badly.
    For a long time Unity had most VR tutorials / best maintained SDK from Oculus/Meta, now with Unity deciding to basically destroy itself it will likely take years to rebuild that using a different engine... I guess Unreal has the second best maintained SDKs, maybe Meta will focus on those now. Or Meta might need to build its own engine at this point, but it's probably too late
     
  3. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,903
    Reminder: there will be no tracking or any precision determining who pays what and why. They will use a proprietary (probably half-baked AI-based) random number generator which will accuse you to be over the revenue and install limit this month and here is your bill, if you don't like it, raise your voice to the support who don't answer your inquiry for six months anyway and the bill still due in the mean time. Or else.

    Oh or you can buy 12 months of F***ing Unity Pro subscription.
     
    Astha666, Sluggy and Alewx11 like this.
  4. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,050
    Stop right there. You see what you did?

    Switching to pro will not erase the debt you have with unity because the debt was made previosouly when you were under the personal license.

     
  5. SeanBotha

    SeanBotha

    Joined:
    Aug 4, 2019
    Posts:
    10
    Does this means unity can no longer be used for offline games? You will be sending install info from the runtime to your servers. If I want my game to send ZERO Data then unity is not an option?
     
    Sluggy and Kras like this.
  6. Alewx11

    Alewx11

    Joined:
    Oct 23, 2014
    Posts:
    112
    Do you really trust them that they will stay with this in the comming years? Nothing is hindering them to decide after 24.1.1 to say oh and now web games count too because we want and can say so.
     
    Alahmnat, Astha666 and Noisecrime like this.
  7. eizenhorn

    eizenhorn

    Joined:
    Oct 17, 2016
    Posts:
    2,653
    And it doesn't invalidate calculations above in any way.
     
  8. josefgrunig

    josefgrunig

    Joined:
    Jan 23, 2017
    Posts:
    56
    That means that I need to require my customers to buy their own license and ask them to assign me a seat.
     
  9. krzychuwr1_unity

    krzychuwr1_unity

    Joined:
    Jul 28, 2019
    Posts:
    13
    This so much, I'm actually already thinking of implementing a remote microtransaction kill-switch in my new game.
     
    senkal_ and Sluggy like this.
  10. dungdajhjep_unity

    dungdajhjep_unity

    Joined:
    Sep 14, 2023
    Posts:
    47
    Should I ask the mods to ban you from replying like you did to me? @eizenhorn
     
  11. Sluggy

    Sluggy

    Joined:
    Nov 27, 2012
    Posts:
    840
    So in that case the dev will have to work out a deal with their client and let them know that hey uh, there's this indefinite fee that you have to track and pay that is based on magic no one understands and it'll they'll have to charge it for the shelflife of the product. I'm sure that conversation will go over just fine.
     
    Astha666 likes this.
  12. arkano22

    arkano22

    Joined:
    Sep 20, 2012
    Posts:
    1,660
    Oh no! I don't trust them one bit. I was just pointing out the current state of things (subject to change TM).
     
    Alewx11 likes this.
  13. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    791
    Yes unless you use Unity Industry. Then no fees.
     
    mgear likes this.
  14. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    I understand your point about the accuracy of calculations.
    But how do you account for the "install count" being a variable, which accuracy is highly questionable due to it's method of acquisition in the first place?
     
    Last edited: Sep 14, 2023
    dungdajhjep_unity likes this.
  15. manutoo

    manutoo

    Joined:
    Jul 13, 2010
    Posts:
    455
    Your calculations are based on the fee not resetting each month. Or I misunderstood something ?
     
    dungdajhjep_unity likes this.
  16. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    Incorrect. Yes, no fees for you. But your customers will need to AGREE to be subject to those fees. I think you will have a hard time finding customers that will agree to that in the first place.
     
    dungdajhjep_unity likes this.
  17. NecoDevloport

    NecoDevloport

    Joined:
    Nov 9, 2022
    Posts:
    3
    Hello how do I set the game to beta and don’t get paid for runtime fee
     
  18. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,050
    It appears you will need to pay because your account build the executable ‍♂️
     
  19. tduriga

    tduriga

    Joined:
    Dec 9, 2015
    Posts:
    52
    That is the twitter/X post. This is their website: https://unity.com/runtime-fee

    It contradicts with the post about streaming distribution, so it is safe to assume that applies to WebGL as well:

     
    MadMonkey119 likes this.
  20. bugfinders

    bugfinders

    Joined:
    Jul 5, 2018
    Posts:
    738
    if you all have personal license AND you made >200K in the last 12 months you will need to pay per new install
    if you all have pro/enterprise AND you made > 1M in the last 12 months you will pay those rates per new install
    If you did not make more which ever of those is relevant, eg, say it is actually properly 100% free, then you pay absolutely nothing
     
  21. Sluggy

    Sluggy

    Joined:
    Nov 27, 2012
    Posts:
    840
    Nope. Even scarier. Unity will be completely inventing those numbers out of thin air and send you a bill for them.
     
    Astha666 likes this.
  22. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,050
    we don't know.
     
  23. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    You will need to inform them of the possibility of X amount in fees, and they will have to agree to pay them, on top of your production budget. This might inflate the price, and they won't agree to be your customer and choose a person / team who uses Unreal instead, use of which doesn't incurr these extra costs. Maybe.
     
    Crippley likes this.
  24. jesiebieszczu

    jesiebieszczu

    Joined:
    May 29, 2021
    Posts:
    21
    @Unity, can we please already end this bullshit and just add % based rev share above the threshold like UE does (and while we're at it also change EULA so whomever doesn't upgrade past that is not affected by further changes, like UE does...).

    It's super simple, you will get your cash, tons of it, people will get a peace of mind.

    Do it, it's really so super simple...
     
  25. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,903
    Companies are greedy F***s, doesn't matter where they are coming from.
     
    AcidArrow likes this.
  26. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    791
    Not anymore moved to California and most of the founders all retired. At least the ones in high places.
     
  27. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    Unreal has no subscription fees by the way. Lets not forget that. Or you are ok to pay % from revenue and upfront 2000 per head per year for the editor?
     
    Noisecrime, DrMeatball and jcarpay like this.
  28. joshuaflash

    joshuaflash

    Joined:
    Oct 27, 2015
    Posts:
    36
    Suppose your game has a long tail and continues to pull in $17k per month which nets you $12k per month after Steam or wherever takes their cut. Gross revenues is above $200k and you're still on the hook for every single install to a new device, regardless of whether that install nets revenue. 5% of $17k is about $850 or roughly 4,200 installs. Not a lot.

    Sure it's an edge case and there are ways around it (you can stay subbed to Unity Pro FOREVER!) but you're feeding this to developers - a huge part of our job is to account for all edge cases! The point is this should never happen. It should not be possible to find yourself in this situation ever!

    If you want to convince me this is a better deal than a rev-share, here's an easy solution:

    Cap the fees at 5% of the monthly revenue!

    Keep your bizarre fee structure and let us get the better deal once the chips are counted. Solved. It took me 4 minutes and half a brain cell. You're welcome, Unity.
     
  29. DavidBVal

    DavidBVal

    Joined:
    Mar 13, 2017
    Posts:
    205
    Probably they will hire "financial analysis" teams going dev by dev and researching online their potential sales, getting tax statements from them, and coming up with a magic number to charge them.
     
  30. BYKD0

    BYKD0

    Joined:
    Aug 28, 2020
    Posts:
    3
    "Hey Unity someone is selling stolen asset in Asset Store"
    "-----No Answer"

    1 month later
    "Hey Unity someone is selling stolen asset in Asset Store"
    "-----No Answer"

    "Hey Unity that install stats is wrong, my game did not earn that much"
    "----No Answer"

    "Hey Unity that install stats is wrong, my game did not earn that much"
    "Our Iron source spy says you are a liar"
     
  31. jesiebieszczu

    jesiebieszczu

    Joined:
    May 29, 2021
    Posts:
    21
    depending on the percent they want it might be alright, say if it's 2-3% past 1mln this would be fine, if it's 5% and it's at that point more expensive than UE then obv makes no sense since UE is a superior engine, that is not a secret.
     
  32. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    791
    Doubt it they will ask chatGDP. If they are wrong you can show them your taxes and maybe get it fixed at least on the revenue side. Install count likely not.
     
    Sluggy likes this.
  33. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    The cap will probably be a must to plug this solution if they keep the fee in place. Regardless, I think for many the trust gap cannot be plugged anymore. Myself, will not consider Unity for future projects. This is just the last one of many Unity f ups & drama for the past years.
     
    jpkokkon, joshuaflash and DungDajHjep like this.
  34. Kobix

    Kobix

    Joined:
    Jan 23, 2014
    Posts:
    130
    I am okay with sharing revenue, it keeps engine alive.

    But install pricing just contains too much of what IF scenarios.
     
  35. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    That’s because there’s no runtime installer. Yet.

    I like the “only 90% of our customers are affected” bit. It’s a sweet way of saying “we’re only going to screw one in ten of you’

    Legit question:
    If a user gets a new iPhone, iPad each year, do backup restores and transfers of all of their apps count as installs?
     
    Alahmnat and Noisecrime like this.
  36. eizenhorn

    eizenhorn

    Joined:
    Oct 17, 2016
    Posts:
    2,653
    upload_2023-9-14_13-4-15.png
    You wouldn't have any debt. You change plan before it's invoiced and go on. And even if you invoiced you just speak with support and solve this.
     
  37. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    791
    Yes
     
  38. DavidBVal

    DavidBVal

    Joined:
    Mar 13, 2017
    Posts:
    205
    The problem with taxes is, they can't prove your income comes from a specific game. Also, why in hell do I need to show my taxes to anyone. This is insanity.

    I would be concerned if I for a moment believed Unity capable of pulling this off.
     
  39. joshuaflash

    joshuaflash

    Joined:
    Oct 27, 2015
    Posts:
    36
    At this point, I don't even trust that this is a given. I do agree that it is a must to have any chance at redemption here.
     
  40. sxa

    sxa

    Joined:
    Aug 8, 2014
    Posts:
    741
    Taxes wont show revenue per game, though, will it?
     
  41. nehvaleem

    nehvaleem

    Joined:
    Dec 13, 2012
    Posts:
    393
    To all of the people shouting to introduce % rev share (or cap in the form of) - I am begging you, to stop and think a bit.

    It is a no-go.

    First of all - we should not negotiate with the terrorists, as they are acting alike.

    Secondly - such a cap being introduced means that we somehow accept their new policy, their absurd way of communication, their lack of experience, knowledge, and just plain sanity. We can not accept such behavior.

    Third - it is plain wrong to have both monthly subscription (with the removal of Plus it is even worse) and rev share. Choose one and let us do our job.
     
  42. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    8,988
  43. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    791
    Steam gives you a 1099K showing what you made you can show that and monthly.
     
  44. fidelr1988

    fidelr1988

    Joined:
    Jun 25, 2023
    Posts:
    13
    To people trying to make it a math problem to defend the pay-per-install model:
    • This is nothing about math. Broken is broken. You can replace the variables in the model with any numbers. It is still broken. As long as you can not guarantee "fee < revenue" and avoid the cliff around the threshold point, it is worse than revenue share. period.
     
  45. lPersei

    lPersei

    Joined:
    Jun 2, 2021
    Posts:
    1
    You'll be safe until 1mil installs and 1mil $ earned
     
  46. fantiusen

    fantiusen

    Joined:
    Jan 7, 2018
    Posts:
    7
    Sluggy and dungdajhjep_unity like this.
  47. sqallpl

    sqallpl

    Joined:
    Oct 22, 2013
    Posts:
    375
    Idea 1: Maintain subscriptions and introduce a revenue share above the threshold, although the share should be less than 5%.

    Idea 2: Implement a 5% revenue share above the threshold, but subtract the cost of paid subscriptions from the revenue share owed.
     
    joshuaflash likes this.
  48. joshuaflash

    joshuaflash

    Joined:
    Oct 27, 2015
    Posts:
    36
    Also want to point out how many posts on this thread are from folks who joined (the forums) 7 - 15 years ago! This isn't just angering fair-weather users. This is pissing off long-standing loyal customers.
     
  49. raydentek

    raydentek

    Joined:
    Jul 27, 2016
    Posts:
    103
    I am not ok to pay % fee if I pay a subscription fee. Let's say we need Pro due to dissasociating ourselves with Unity by removing their logo, that might be anywhere between 2000 - 20000 for a small team for a year. Let's say I pay this upfront for a year. I bear all the risk of this investment. Therefore, Unity should not be entitled to participate on the success of my investment. If they also bear risk by waiving this subscription fee, then there can be some revenue share.
     
  50. dungdajhjep_unity

    dungdajhjep_unity

    Joined:
    Sep 14, 2023
    Posts:
    47
    And this comes out of your mouth and not from QA ?
    And according to unity's practice, will we receive feedback after 6 months or never?
     
    Noisecrime likes this.
Thread Status:
Not open for further replies.